Underneath my yellow skin

Tag Archives: William Rous

About those two indie games, part two

I’ve played the second day of Cozy Grove: Camp Spirit (Spry Fox), and I have much to say about it. (The first day was the demo.) It has retained the “you’ve done all you can do” message from Flamey, which I appreciate. Of course, I can still wander around, pick things up, and turn things in to the, ah, archive thing to make money. I’ll explain that in a bit. Here is my post from yesterday in which I wrote about how much I was looking forward to this game and to The Incident at Galley House (William Rous, Evil Trout Inc.).

I did mention, though, that my emotions were mixed about Cozy Grove: Camp Spirit. I played the first part of it when Netflix was trying out its beta gaming desktop, and I played the demo of it when they broke free from the Netflix shackles and could put the game on Steam. The demo is the first day, much like what I played on Netflix.

Side note: I want to do my mini-rant about sequels. For games in this case, but just in general, too. Quick side note to the side note: series should go to about seven units. I’ve had a firm belief about this since I was in my twenties. I’ve seen too many writers feeling like they have to milk their main protagonist for all they’re worth. I don’t blame them, obviously, because you gotta get paid, but….

Let me give you an example. I used to read Sue Grafton’s alphabet series (starring Kinsey Millhone) voraciously. I really liked it when it first came out. However, M was the turning point as it was the last one I enjoyed. Part of the problem was that she set the books so that each one followed the last, timewise. Meaning there was only a few weeks between each book in the books whereas they came out every year or two? I think? That means that even when the actual years went into the internet era, Kinsey was still using a brick phone that did little more than just receive calls.

It got tiring after a while, and it really felt constraining. Plus, the problem is that when you have a really popular protagonist, you can’t mess with them too much. Every book, Kinsey had to say that she cut her own hair and that her landlord is an eighty-year old hottie. I know she had to set up each book in the same way, but it got really old by the time I hit N.

Back to Cozy Grove: Camp Spirit.

The second day took about an hour to finish. I appreciate that it doesn’t take a huge amount of time, but I did feel a bit overwhelmed by all the different quests I were given. I don’t know if I’m remembering this inorrectly, but I felt that quests went much more slowly in the first game, and I wasn’t given as many on the daily.

There was a pacing issue in the first game where the grind seemed too real, and things took too long to do. Again, I appreciated the real-time pacing. I liked being made to wait until the next in-real-life day to continue a quest. However, the economy was a bit too stingy in the beginning. It was too hard to get the things you needed in the first few weeks. I remember looking to the forums when I couldn’t get an ingredient I needed and found out that it was hard to get. I felt like I was barely scraping together enough money to buy what I needed.

By the middle of the game, I was positively rolling in it. I had no need to worry about money, and I could buy whatever I needed. I much prefer that to scraping by, but I wish there was more of a balance between the two. I know it’s a hard balance to get, though, so I’m not going to be too put out by it.

Also, in this game, there’s less of that friction. That’s a word (friction) I kept using in the last post, but I can’t help it. It’s something that games struggle so much with, and it tends to swing from one extreme to the other. FromSoft happened at a time when games were made to be as easy as possible so gamers didn’t ever have to feel like they were failing.

Miyazaki said, “Yeah, no.” Not consciously, maybe*, but he gave no quarters. And that started the era of games being brutal for the sake of being brutal.**

I think this game suffered from the same criticism–well, at least a similar one. Not that it was considered difficult, but you did have to have patience to play it. I know that I might be hanging too much importance on the fact that the changes happened after they got bought out by Netflix, but I don’t think it’s a coincidence.

By the way. Mad props to the two founders, David Edery and Daniel Cook, they took a cut in salary to buy back Spry Fox from Netflix and they increased the profit for their employees. I paid a higher price for the game than I could have because I wanted to give more to them (same with the other game I talked about yesterday, but I’m not talking about that game here because I have not played it yet).

I have a warm feeling playing this game. I’m eager to see where it’s going and if I’ll gel with any of the bears as much as I did with some of the NPCs in the last game. I’ll write more about it the further into the game I get. There have been a few QOL improvements, but there have also been some that I’m not as sanguine about. As to the latter, I’ll see if they change with a future patch.

 

 

 

*That’s an argument I’ve had several times–whether Miyazaki loved his players or hated them. I always maintained that he was indifferent to them. He just wanted to make the gorgeous, twisted worlds without any thought to the player.

**Which, by the way, misses the whole entire damn point. It’s the exploration and the grim fantasy that matter. Yes, there’s difficulty in From games, but that’s not the point.*** It feels almost incidental for most of the game. Like, yes it’s difficult and yes the worlds are intricate with no crossover.

***Well, mostly. Not going to get into that in this post because I’ve written about it ad nauseam in the past.

 

 

 

Two indie games I’m holding my breath for

I am eagerly looking forward to two indie games. One was released yesterday, and one will be released today. The former is The Incident at Galley House (Willim Rous/Evil Trout Inc.), and the latter is Cozy Grove: Camp Spirit (Spry Fox). As I thought, I can not yet return to Schrödinger’s Call (Acrobatic Chirimenjako) because each chapter takes so much out of me.

I want to be clear that this is not a complaint–not at all. I am appreciative that this game is maknig me feel things. I just have to pace myself because I have a hunch it’s only going to get sadder from here on out. Sadder and weightier.

Let’s talk about the two games I mentioned in the first paragraph. The first is by the devs who did The Roottrees are Dead. I loved that game, and it made me feel clever. However, I did what I always do, which was to binge it until I finished it, and then I felt slightly sick. It was as if I had over-indulged. I went right into the DLC, but after about twenty minutes, I had to stop. It wasn’t the DLC; it was me. I had burned myself out on it, and I just could not do any more of it.

Hm. I might be able to go back to it now.

Anyway.

Their new game.

It’s not a new game, exactly. Last year, they had a text-based game called Type Help. I had heard of it, but I did not play it. People in the Discord who have played it were raving about it, but I’m just not big on text-based games. I love to read, but not when I’m trying to play a game. I don’t know why, but that’s just how it is.

This is…not the sequel to it, exactly. It’s an adaptation with a glow-up and some extra content, apparently. I don’t know much about it because I don’t watch trailers for games I know I’m going to play if the games are mysteries or need you to go in unspoiled. I had heard that this is definitely a game that you don’t want to know anything about before playing, much like The Roottrees are Dead was.

I know it’s a murder mystery. That’s all I know about it. The graphics are good from what I’ve seen–which again, isn’t much. I’m trying to avoid everything, and that means that I know very little about it. There are 59 reviews on Steam, and they are Very Positive. That’s the extent of what I know about the game.

As for the second game. I’m so excited about it, but I’m also apprehensive. Why? There are so many reasons. First of all, Spry Fox, the devs, were bought by Netflix (willingly, I hastily add) after the success of their first game, Cozy Grove. Which, by the way, is on my list of top five favorite non-From games of all time. I think I have it at fourth. It was my go-to game for so many days in a row, and after my medical crisis, it was one of my comfort games.


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